Forum posts

Posted 18 years ago2006-05-10 10:48:29 UTC
in floating func_pushables Post #179302
I've found some complex shapes or structures tied to func_pushable will not float, regardless of buoyancy options.

I've also tried combining the func pushables with clip brushes, and also with BLUE texture rendered invisble--to give it a more uniform size, but with no effect. Actually, the later method causes a leak inexplicably :confused:

Help!
Posted 18 years ago2006-05-10 10:18:38 UTC
in Competition 20 Post #179297
Yes, but nobody responded to the TWHL3 Post, and it seemed relevant, since we're talking about the Compo 20 deadline.
Posted 18 years ago2006-05-10 09:53:59 UTC
in Now Playing Post #179290
Sigur R?s - Nj?snav?lin
Monkees - Porpoise Song

repeat [on] off
Posted 18 years ago2006-05-10 08:12:58 UTC
in Competition 20 Post #179284
What do you all think of a countdown timer for future compos?

It could be me, but I've always been confused by when they end...
Posted 18 years ago2006-05-09 14:35:53 UTC
in TWHL3 Post #179192
What does they think if we have are countdown timer for le compos? (not real-time of course, unless that's easily possible)
Posted 18 years ago2006-05-09 12:48:22 UTC
in Now Playing Post #179182
Sting - Angel Eyes
Ella Fitzgerald - Verve Remixed 2 - Angel Eyes (Layo & Bushwacka)

repeat [on] off
Posted 18 years ago2006-05-08 17:42:11 UTC
in player stays crouching Post #179115
2 choices you have:

1. Do as SpaG said and rebuild that whole area from scratch. "From Scratch" meaning delete the whole thing and start anew. This is the cleanest way to go, but will take the most time.

2. Make the entire thing a func_wall, or start making suspect brushes func_walls first, to determine where the problem is. This is the sloppier way to go about it, but could possibly save some time, depending how detailed the whole area is.

Now you know....and knowing is half the battle.

G.I. Joe!!!!!!!!!!!!!!!!!!!
Posted 18 years ago2006-05-08 17:29:27 UTC
in Now Playing Post #179112
Four Corners - The Sea And Cake

repeat [on] off
Posted 18 years ago2006-05-07 03:13:33 UTC
in Now Playing Post #178802
Vanilla Sky - (DVDx audio-only rip)

I really need to stop listening to this...

:roll:
Posted 18 years ago2006-05-06 05:43:18 UTC
in The Counter Strike: Source Experience Post #178653
Why would I bother? I have the proper thing
Well, lots of us don't have "the proper thing", but that's not the point.

I think it's shitty calling anything "pointless" you haven't even bothered to look at, that's all... :|

edit:
This won't cause you to be kicked for "Changed game files" right?
I thought so too, but I played for an hour or so on a VAC server with no kickie...
Posted 18 years ago2006-05-06 05:00:42 UTC
in Now Playing Post #178645
The Disappointments - Fun X3

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Posted 18 years ago2006-05-06 04:49:38 UTC
in The Counter Strike: Source Experience Post #178643
It's not pointless for those of us who don't have the ability to run Source.

I haven't played cs for a while, but after playing with the new sounds/models and other stuff, it actually improved the game substantially imo.

I thought it would be choppy in terms of fps, because of increased epolys, but I noticed no performance loss.

Very cool and very fun...give it a try before calling it "pointless". ;)
Posted 18 years ago2006-05-06 02:23:07 UTC
in Now Playing Post #178625
Posted 18 years ago2006-05-06 02:14:28 UTC
in free counter-strike lessons from cheese Post #178623
Nobody cares anymore!
Not true. Funny shit and hilarious animation...

I'm recording it right now with Goldwave so I can listen to it again and again and again! :roll:

WE DEMAND CHEESE PART II!

edit: Dowload Master Cheese CS Audio only

:)
Posted 18 years ago2006-05-06 01:46:01 UTC
in Question with carving Post #178620
Wow I never knew you could split faces like that in hammer using Ctrl+F...will have to explore that a bit :)

Hammer Help files FTW!

edit: Whilst reading the Hammer helper files, I also noticed you can scale vertexes just like with modelling software! (Alt+E)

Like a kid with a new toy

:P
Posted 18 years ago2006-05-06 01:10:11 UTC
in The Counter Strike: Source Experience Post #178618
Excellent Work WCD.

Now release a high definition cstrike.wad and Half-life.wad--maybe talk to Rimrook...

Maybe down the road updated maps as well?

Great work! Lets all us non-source people have some fun with the new models and sounds too :)

Hydeph: Go smoke another one...tool.
Posted 18 years ago2006-05-06 00:37:27 UTC
in The Counter Strike: Source Experience Post #178615
Pretty damn cool... Downloading now.
Posted 18 years ago2006-05-05 14:38:29 UTC
in WADs from BSPs? Post #178583
Makes sense, don't know why I didn't think of that...

Then can you think of an explanation why some maps despite all efforts will not compile?
Posted 18 years ago2006-05-05 14:35:11 UTC
in door issues Post #178582
It's a glitch in Half-Life.

Turning yourself around 180 degrees from the door and hitting the "use" key will open the door, but I guess that doesn't help you.

In order to fake it, you need to put a func_rotating button in front of the door, and make it invisible. Func_rotating, because you can make it passable. Also texture it the blue texture, rendermode: texture, render amount to 255--making the button invisible.

Now you'll have your "use only" door. It's quite an annoying bug in half-life, and has been brought up many times as Elon said.
Posted 18 years ago2006-05-05 13:04:27 UTC
in Dunce Americans Post #178571
> Wake up Jobabob.
> The Matrix has your shit...
Posted 18 years ago2006-05-05 12:53:16 UTC
in WADs from BSPs? Post #178566
you can add a entity with a certain name or property or something which tells the decompiler to crash. i thinks its 'nodecomp' or something.
Chicken: Do you know anything about this...since you are a coding guru?

And also, any ways to possibly get around it?
Posted 18 years ago2006-05-05 12:35:10 UTC
in Question with carving Post #178563
There's a difference between an opinion and outright misinformation.

Clipping causes invalids -- False.
Clipping causes floating points -- Not necessarily, no.
Clipping takes longer -- Definitely not true.

In fact, clipping almost never causes the Invalid solid error. Incorrect VMing much more readily causes them :|

I'm sorry I called you a douche bag.
Posted 18 years ago2006-05-05 12:06:14 UTC
in Question with carving Post #178558
No. Kasperg's shape has no floating points. In fact your shape and his would be indentical to the engine in every way except yours arguably would take longer to create.

If your clipping creates off-grid verticies, you simply VM them where they should be.

Stop being an argurmentative douche bag, and pointlessly trying to scare everyone away from clipping :|
Posted 18 years ago2006-05-05 05:19:00 UTC
in player stays crouching Post #178517
I just tested it, so I'm absolutely sure this can happen with no logged compile errors.

In an older version of my compo 20 map, I have a table that has an invisible barrier around certain parts of it...it's a oval, semi complex confrence-style table.

I didn't care, because it was not accessible to the player. I checked the log, and no errors whatsoever.

Func_walling it eliminated the error.
Posted 18 years ago2006-05-05 05:15:02 UTC
in WADs from BSPs? Post #178516
LOL sorry :P
Posted 18 years ago2006-05-05 05:11:03 UTC
in WADs from BSPs? Post #178514
Um, Elon...I just said that.

Besides there is no "searching" required, as the wads are not in any folders afaik.
Posted 18 years ago2006-05-05 05:08:17 UTC
in player stays crouching Post #178512
Um, invisible brushes can occur without that, or any other error in the compile log.
Posted 18 years ago2006-05-05 04:57:08 UTC
in WADs from BSPs? Post #178510
If you have the WON version, just get the wad should be in the pak file.
Posted 18 years ago2006-05-05 03:52:24 UTC
in Now *THIS* is creativity! Post #178501
You should update that Dauby...your powers have doubled since then ;)
Posted 18 years ago2006-05-05 01:17:15 UTC
in WADs from BSPs? Post #178485
Yeah, I wish I knew why that was. I've tried different decompilers on the same map that won't compile, but no luck. A glitch for certain map?

@Biax: If they're from official maps, just get the textures from "day of defeat.gcf"
Posted 18 years ago2006-05-05 01:01:50 UTC
in Now Playing Post #178483
Hussalonia - God Save the Queen City

repeat on [off]
Posted 18 years ago2006-05-05 00:21:15 UTC
in player stays crouching Post #178480
Sounds like you might have an invisible brush "keeping you down".

If you have any complex brushes--anything that doesn't have square edges--around that area, make them func_walls and see if that fixes it.
Posted 18 years ago2006-05-05 00:16:01 UTC
in Question with carving Post #178479
I use the clip tool and VM all the time.

Carving is ok afaik if you line up the verticies afterward with VM, but I must admit I haven't carved since one of my first hammer tutorials :P
Posted 18 years ago2006-05-05 00:11:46 UTC
in Our path to destruction Post #178478
Too bad we couldn't find cleaner ways to utilize coal...since we have so much of it here in America.

I know you can creat H2 from coal, but I'm not sure what the increased demand would do to the environment.
Posted 18 years ago2006-05-05 00:01:47 UTC
in WADs from BSPs? Post #178476
Decompile the map.

When the map successfully decompiles--it doesn't always--, it will create a seperate wad with the used textures.

Clicky here for decompilers.

However if you're planning to use the textures, make sure you ask the creator for permission first.
Posted 18 years ago2006-05-04 23:53:36 UTC
in Our path to destruction Post #178475
Ones to run on dreams
That would be sweet...
Quote:
-High pressure storage tanks for the H2 in your car are dangerous
A few litres of liquid explosive sloshing around you isn't?
Yeah, I suppose you're right. No doubt they have to crash test the H2 cars anyway, so it would stand to reason they're as safe as anything else.

I suppose just having a tank filled with anything at 10,000 psi scares me a little.

H2 cars still won't make sense to me until easier/cheaper ways can be found to create the fuel, not to mention the logistics of transporting it.

Also if were using fossil fuels to create the hydrogen, what really is the point? It would be pretty sweet if we could create the H2 with solar/electric, or with fusion lol.
Posted 18 years ago2006-05-03 20:54:47 UTC
in Our path to destruction Post #178306
Bio diesel isn't cost effective either to manufacture, but it's feasible to own a BD vehicle because every resturant on the planet currently throws away they're used frying oil as waste.

The science seems pretty clear about the facts of ethanol, though I'm not proposing the oil companines are beyond propaganda.

Consider:

A 1985 Honda Civic CRX got 57 MPG highway, and the same car today with all our technological advances only gets something like 40 MPG highway.

Oil company doods would say it's because of added pollution controls and the ever increasing restrictions on fuel blends. Sounds like total bullshit to me...we should have cars getting 100 MPG with current technology imo.

Actually, we should be flying spaceships around by now, but that's another discussion :)
Posted 18 years ago2006-05-03 20:26:45 UTC
in Our path to destruction Post #178302
It takes 1 gallon of gas to make 1.3 gallons of corn-based ethanol, and you only get 2/3 the energy from it compared to gasoline. I've heard other bad things 'bout ethanol too, but can't remember them...

The point is, it dosen't make sense to use corn-based ethanol until better/cheaper ways are found to utilize it.

If I were buying a car today, it would be a diesel car, converted to run biodiesel. With no shortage of fast food resturants around and they're respective grease dumpsters, you'd have a virtually unlimited supply of fuel.

I've heard the exhaust smells like french fries, which is an added bonus imo.

:)
Posted 18 years ago2006-05-03 18:44:45 UTC
in Now Playing Post #178291
swpwrful.mp3

repeat [on] off
Posted 18 years ago2006-05-03 18:27:59 UTC
in Our path to destruction Post #178287
start with Hydrogen already,
Afaik, Hydrogen fuel cells simply have too many problems to be feasible right now, among them:

-Current methods to convert H2 from Natural gas or coal are simply too expensive.
-Conversions are for your car are too expensive
-High pressure storage tanks for the H2 in your car are dangerous

I just heard on a radio program that there is a relatively cheap way to make methonal from coal. Good things they said about it:

-The U.S. has enough coal to make coal-based methanol cheaply for the next 500 years.
-Cost almost nothing--from the manufacturer--to make a car "flex fuel" or able to run on regular gas/coal-based methanol.
-It would cost $1.77/gallon

Biggest downside is that coal mines are dangerous/dirty for employees and the environment.

Mass transit is not the most feasible option for the United States, since we simply have so much land mass. Believe me, I and everyone else would love it if we could take a train accross the country, and to any other state for a couple bucks, but it's simply not feasible here.
Canada has the largest amount of Oil on the Earth.
I never Knew that, and woud've thought Russia...wow!
Posted 18 years ago2006-05-03 01:26:29 UTC
in Now Playing Post #178090
Hussalonia - 4 Pop Songs About Death (Free EP)

repeat [on] off
Posted 18 years ago2006-05-03 00:37:02 UTC
in Script question Post #178085
decompiling = shit
it doesn't work very good... and entities ends up to be little here and there
Um, no. The brushwork gets borked, but the entities are competely unaffected.

Decompiling is a valuble tool that nobody should discount...not to copy other's work--or make de_dust clones lol--, but to see how certain things are done.
Posted 18 years ago2006-05-01 21:52:00 UTC
in Now Playing Post #177815
Zero Wing - All Your Base Are Belong To Us

repeat [on] off

You have no chance to survive, make your time :P
Posted 18 years ago2006-04-30 20:23:45 UTC
in Mp3s in Opera? Post #177586
Thanks Luke, that makes more sense.

Your post wasn't there when I posted btw :P
Posted 18 years ago2006-04-30 19:40:38 UTC
in Now Playing Post #177580
Chemical Brothers/Beth Orton- Where Do I Begin

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Posted 18 years ago2006-04-30 19:35:21 UTC
in Mp3s in Opera? Post #177578
Use IE for ytmnd
I used to have the same problem with Firefox, , but for some reason you need Quicktime Player installed. Once I Installed Media Player Classic with Quicktime Altenative, it worked fine--I refuse to use Apple products.

Perhaps Opera will work too once you've installed Quictime, or Quicktime Alternative.
Posted 18 years ago2006-04-30 17:09:12 UTC
in Lighting Fails Post #177545
Argh I meant Rad...
Posted 18 years ago2006-04-30 06:06:35 UTC
in GoldSource Mapping Tips Post #177461
Using CTRL-M to open the "Transformation" Menu is invariably the most precise way to rotate your objects in Hammer, but it seems sometimes it's not a good idea to use it.

While messing around with my Torus map, I noticed rotating multiple complex objects at once using CTRL-M caused a SHITLOAD of "invalid solid" errors.

I tried all sorts of things to try and figure out what was wrong, but no luck. It didn't make sense, because I was using the same method as the first version of the map: build one quarter of the torus, and then copy/rotate it 3 times to for the complete product.

Finally after much aggravation, I stumbled upon what was happening. In the previous version, I was just SHIFT-rotating using the mouse, and not using CTRL-M. Shift-rotating in this case was the ONLY real choice, and did the job perfectly.

For whatever reason, rotating multiple compex objects using CTRL-M will cause 100's of Erroneous "Invalid" errors!
Posted 18 years ago2006-04-30 03:43:22 UTC
in Favourite quote!! Post #177439
Democracy is the worst form of goverment, except for all the other forms that have been tried.

--Winnie

"Yup, enjoy the summer kids, because this is the only summer of your life that you will be the age you are right now."

--Jesse James Stewart
Posted 18 years ago2006-04-29 16:41:27 UTC
in Lighting Fails Post #177379
Well, if you func_wall most of your map's structures, the lighting/shadows will be "flatter", but as like Seventh said, why would you want to?

flat lighting = boring = bad

If you want it really flat, just compile it without vis lol! :sarcastic: